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DND Red Box Characters
DND Red Box Characters
GAME DAY
Ander
Ander
MOD
STR
CON
12 +2
18 +5
DEX
INT
18 +5
10 +1
WIS
CHA
8 +0
12 +2
HIT POINTS
(Bloodied 17)
HEALING
SURGES
DEFENSES
AC 18
FORT 15
REF 17
WILL 12
INITIATIVE
+5
ACROBATICS +12
ATHLETICS +7
BLUFF +7
6
PERCEPTION +5
STEALTH +10
VISION
normal
STREETWISE +7
THIEVERY +12
LANGUAGES
Common and Elven
SPEED
(in squares)
SENSES
Passive Insight
ACTION
POINT
35
value
EQUIPMENT
5 daggers
+1 leather armor
Other Equipment
TRAINED SKILLS
thieves tools
adventurers kit
Acrobats Trick
You can move your speed -2, and can move along vertical surfaces
without penalty as part of this move. If you end your move on a
vertical surface you fall. You gain a +2 power bonus to your next
damage roll this turn.
Unbalancing Trick
You can shift up to 2 squares. The next time you hit an enemy with a
melee basic attack this turn, you knock it prone.
Tumble
Shift up to 6 squares.
Backstab
Second Chance
OTHER ABILITIES*
Trigger: You are hit by an attack. Effect: The attacker rerolls the attack.
TM & 2010 Wizards of the Coast LLC. Illustration by Jeff Easley. B8854.
WORLDWIDE
GAME DAY
Brannus
MOD
STR
CON
18 +5
12 +2
DEX
INT
16 +4
10 +1
WIS
CHA
8 +0
12 +2
HIT POINTS
(Bloodied 16)
HEALING
SURGES
DEFENSES
AC 18
FORT 18
REF 15
WILL 13
33
INITIATIVE
+8
SPEED
(in squares)
VISION
normal
INTIMIDATE +7
STREETWISE +7
Passive Insight
ACTION
POINT
EQUIPMENT
Other Equipment
ATHLETICS +10
ENDURANCE +7
LANGUAGES
value
+1 vicious greatsword
3 javelins
TRAINED SKILLS
scale armor
adventurers kit
Battle Fury
Until you assume a different stance or until the end of the encounter, you
gain a +2 power bonus to the damage rolls of melee weapon powers.
Poised Assault
Until you assume a different stance or until the end of the encounter, you
gain a +1 power bonus to the attack rolls of melee weapon powers.
Power Strike
Requires greatsword. Trigger: You hit with a melee weapon attack power.
Effect: The triggering attack power deals 1d10 extra damage.
Singled Out
Effect: The target grants combat advantage to you until the end of your
next turn.
Heroic Effort
Trigger: You miss with an attack of fail a saving throw. Effect: You gain a
+4 racial bonus to the attack roll or saving throw.
+1 Vicious Greatsword
TM & 2010 Wizards of the Coast LLC. Illustration by Larry Elmore. B8854.
+1d12 Critical
OTHER ABILITIES*
Heavy Blade Expertise: When wielding a heavy blade (greatsword) you gain
+2 bonus to all defenses against opportunity attacks.
*Some character options not present on character sheet for brevity.
WORLDWIDE
GAME DAY
Harbek of Forgekeep
MALE DWARF FIGHTER (SLAYER) / LEVEL 2 / GOOD
MOD
STR
CON
18 +5
18 +5
DEX
INT
12 +2
10 +1
WIS
CHA
12 +2
8 +0
HIT POINTS
(Bloodied 22)
HEALING
SURGES
DEFENSES
AC 19
FORT 17
REF 12
WILL 12
44
INITIATIVE
+2
SPEED
(in squares)
VISION
INTIMIDATE +5
low-light
Common and Dwarven
SENSES
Passive Insight
ACTION
POINT
11
EQUIPMENT
Other Equipment
ATHLETICS +8
ENDURANCE +10
LANGUAGES
value
+1 defensive greataxe
3 throwing hammers
TRAINED SKILLS
plate armor
adventurers kit
Battle Fury
Until you assume a different stance or until the end of the encounter, you
gain a +2 power bonus to the damage rolls of melee weapon powers.
Poised Assault
Until you assume a different stance or until the end of the encounter, you
gain a +1 power bonus to the attack rolls of melee weapon powers.
Power Strike
Requires greataxe. Trigger: You hit with a melee weapon attack power.
Effect: The triggering attack power deals 1d12 extra damage.
Minor Resurgence
+1d6 Critical
Property: When you take the total defense or second wind action, you
gain a +1 item bonus to your defenses until the start of your next turn.
TM & 2010 Wizards of the Coast LLC. Illustration by Jeff Easley. B8854.
OTHER ABILITIES*
Cast-Iron Stomach: You have a +5 racial bonus to saving throws
against poison.
Dwarven Resilience: You can use your second wind as a minor action
instead of a standard action.
Stand Your Ground: When you are affected by forced movement (push, pull
or slide), you move one less square. If an attack would knock you prone, you
may make a saving throw to avoid falling prone.
*Some character options not present on character sheet for brevity.
WORLDWIDE
GAME DAY
Korzon
STR
CON
MOD
12 +2
16 +4
DEX
INT
12
8
WIS
CHA
18 +5
10 +1
HIT POINTS
(Bloodied 16)
HEALING
SURGES
+2
-0
DEFENSES
AC 20
FORT 16
REF 15
WILL 17
INITIATIVE
+2
SPEED
(in squares)
DIPLOMACY +6
HEAL +10
HISTORY +5
VISION
INSIGHT +10
normal
RELIGION +5
LANGUAGES
Passive Insight
ACTION
POINT
33
TRAINED SKILLS
value
EQUIPMENT
bastard sword
+1 chainmail
Other Equipment
heavy shield
holy symbol
adventurers kit
Blessing of Wrath
+9 vs. Will; 1d10 + 4 damage. Effect: One ally within 5 squares of you
gains a +3 power bonus to their next damage roll against the target
before the end of your next turn.
Storm Hammer
+9 vs. Will; 1d10 + 4 lighting and thunder damage. Special: When charging, you can use this power in place of a melee basic attack.
Smite Undead
One undead creature; +9 vs. Will; 2d10 + 4 radiant damage, and you
push the target 6 squares and immobilize it until the end of your next
turn. Special: This is a Channel Divinity power. You can use only one
Channel Divinity power per encounter.
Storm Surge
You or one ally in the burst. The next time the target makes a damage roll
with a melee weapon attack power before the end or your next turn, the
target deals 4 extra lightning damage. Special: This is a Channel Divinity power. You can use only one Channel Divinity power per encounter.
Healing Word
You or one ally in burst can spend a healing surge and regain an additional 1d6 hit points. The target also gains a +2 power bonus to the next
damage roll them make before the end of your next turn.
Heroic Effort
Trigger: You miss with an attack of fail a saving throw. Effect: You gain a
+4 racial bonus to the attack roll or saving throw.
Create Water
Resurgent Strength
You or one ally in burst. The target can spend a healing surge.
In addition, the target gains a +4 power bonus to damage rolls
until the end of your next turn.
OTHER ABILITIES*
Cleric of the Storm: You gain resist 5 lightning and resist 5 thunder.
Heavy Blade Expertise: When wielding a heavy blade (bastard sword) you
gain +2 bonus to all defenses against opportunity attacks.
*Some character options not present on character sheet for brevity.
TM & 2010 Wizards of the Coast LLC. Illustration by Jeff Easley. B8854.
WORLDWIDE
GAME DAY
Lucan
MOD
STR
CON
8 +0
12 +2
DEX
INT
14 +3
18 +5
WIS
CHA
16 +4
10 +0
HIT POINTS
(Bloodied 13)
HEALING
SURGES
26
DEFENSES
AC 17
FORT 13
REF 16
WILL 17
INITIATIVE
TRAINED SKILLS
+7
ARCANA +10
HISTORY +10
NATURE +11
RELIGION +10
SPEED
(in squares)
VISION
low-light
LANGUAGES
Passive Insight
ACTION
POINT
value
EQUIPMENT
dagger
leather armor
Other Equipment
wand
+1 amulet of protection
adventurers kit
Magic Missle
Beguiling Strands
Ghost Sound
You cause a sound as quiet as a whisper or as loud as a yelling creature to emanate from one object or unoccupied square within range.
Light
One object or unoccupied square sheds bright light until the end of
the encounter or until you use this power again. The light fills the
targets space and all squares within 4 squares of it. Putting out
the light is a free action.
Suggestion
OTHER ABILITIES*
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial
bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift.
*Some character options not present on character sheet for brevity.
Shield
Trigger: You are hit by an attack. Effect: Until the end of your next
turn you gain a +4 power bonus to AC and Reflex.
Elven Accuracy
Trigger: You make an attack roll and dislike the result. Effect:
Reroll the attack roll.
WORLDWIDE
GAME DAY
Thia
MOD
STR
CON
16 +4
12 +2
DEX
INT
18 +5
8 +0
WIS
CHA
14 +3
10 +1
HIT POINTS
(Bloodied 14)
HEALING
SURGES
DEFENSES
AC 18
FORT 14
REF 17
WILL 13
INITIATIVE
+9
TRAINED SKILLS
ACROBATICS +10
ATHLETICS +9
BLUFF +6
7
INTIMIDATE +6
PERCEPTION +10
VISION
low-light
STEALTH +10
THIEVERY +10
LANGUAGES
Common and Elven
SPEED
(in squares)
SENSES
Passive Insight
ACTION
POINT
29
value
EQUIPMENT
short sword
short bow
Other Equipment
+1 leather armor
thieves tools
adventurers kit
Tumbling Trick
You can shift 3 squares. The next time you hit an enemy with a
melee basic attack this turn, you deal 3 extra damage, to an
adjacent enemy.
Sneaks Trick
You can move your speed -2. At the end of this move, you can
make a Stealth check to hide if you have cover or concealment.
Agile Footwork
Backstab
Elven Accuracy
Trigger: You make an attack roll and dislike the result. Effect:
Reroll the attack roll.
TM & 2010 Wizards of the Coast LLC. Illustration by Larry Elmore. B8854.
OTHER ABILITIES*
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial
bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift.
Sneak Attack: When you use an attack power with a short sword or short bow
and hit an enemy granting combat advantage to you, your attack power deals
2d6 extra damage to that enemy.
First Strike: At the start of an encounter, you have combat advantage against
any creatures that have not yet acted in that encounter.
Skill Mastery: During a skill challenge, whenever you roll a natural 20 on a
skill check that would contribute one or more successes to the challenge, that
check automatically succeeds and counts as one additional success.
*Some character options not present on character sheet for brevity.